Cancelled by Konami and then resurrected via the coding talents of Platinum Games, Metal Gear Rising: Revengeance is a title sure to court controversy. For a multi-million-selling franchise built around stealth, Platinum's redux pays only a passing regard to the series' heritage, instead focusing on what the team does best: phenomenal, borderline-insane, action. A playable demo - out today - allows you to judge whether Hideo Kojima made the right choice with this new approach to the title.Little was seen of the original version of the game before its mysterious cancellation, but based on the E3 2010 presentation we watched at the Microsoft conference, two aspects jumped out to us. Firstly, there was the fact that the game was operating at a locked 60 frames per second on what seemed to be a PC - a little surprising bearing in mind that Metal Gear Solid 4 jumped sporadically between 20 and 30FPS at any given point (Kojima himself later confirmed that the old version of the game was indeed 30FPS).
The second element was the inclusion of a "Zan-Datsu" blade mode - which gifts the player the ability to cut virtually any object in the game into pieces. Lots of pieces. At the time, our thought was that the game engine may struggle with the sheer amount of dynamically generated geometry if this feature wasn't properly managed.
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